Fungus: Difference between revisions
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This is just ideas about fungus growing in the colonies. Suggestion based on initial idea by someone i forgot ( | This is just ideas about fungus growing in the colonies. Suggestion based on initial idea by someone i forgot (probably on G+), my own ideas and later comments in Discord by 4N3G4ZPK20, Phap, scooterman31, mijkolsmith | ||
== Starting to grow == | == Starting to grow == |
Revision as of 09:32, 29 May 2019
This is just ideas about fungus growing in the colonies. Suggestion based on initial idea by someone i forgot (probably on G+), my own ideas and later comments in Discord by 4N3G4ZPK20, Phap, scooterman31, mijkolsmith
Starting to grow
- Colonies may build a fungus chamber.
- An action taking 24 h and sacrificing quite a number of ants.
- The player can get hold of some fungus ... somewhere.
- Event?
- Random when helping/sabotaging colonies?
- Random in the wild?
- Player may insert fungus into fungus chambers in colony when in range. The fungus start to grow.
- Player must be at least level 10(?) to handle fungus. (I want it pretty high, see Experience for some other levels)
Having an active fungus chamber
- A colony with fungus chamber and active fungus get food bonus. Between 1% and 100%.
- The bonus slowly increase as the fungus grows. How fast? 1 percentage point per day?
- Gardening the fungus?
- 1. Imagine some of the workers fetching food handle feeding and handling the fungus. No special setting for that. No special code.
- 2. Some of the ants become specialized in fungus growing. Special handling...
Risks
- When the fungus is at 100% there is a small risk that the fungus start to control the ants and taking control of the colony. (Search the net for "Zombie ants" if you dare)
- The colony become independent
- Maybe some fungus will appear around the colony? (Ants hanging in the trees, if you read about the zombie ants)
- When the colony gets really small (counting actual worker ants), the fungus dies.
- There is a small risk that the fungus chamber collapse.
- If there is some fungus in there, it dies.
Extracting more fungus
- When the colony is in range and fungus percentage is higher than threshold, the user may extract fungus as an action on the colony.
- The fungus percentage drops to a low value: Maybe 10% or 20%?
- The player gets a piece of fungus.
Or maybe (but this would allowing handling fungus in colonies you don't visit too):
- When the fungus is higher than threshold may order the ants to extract some fungus. After some time:
- The fungus percentage drops by something, maybe 50 percentage points?
- A piece of fungus appear outside the colony.
Fungus items
- Fungus dropped on the ground last for some time. Maybe a week?
- Fungus in inventory last... forever? Or just a week there too?
- Fungus has no species and may be used by any players.
- A player may carry up to user level number of fungus pieces.
- Fungus may be dropped and picked up.
Display
In the colony dialog, in the "ant count etc box".
It will display an extra row with a fungus symbol if there is a fungus chamber and a percentage. 0% for no fungus or the actual percentage for the colony. 100% will be red.
To build a fungus chamber you click on the "ant count-box" and then an action.
To extract fungus you click on the "ant count-box" and then an action.
Maybe later
- Expanding the fungus chamber... somehow. Increasing the max. (i.e. 100% gives a higher factor on the food)
- Is another action taking 24h, 48h, 96h etc.
- A setting in the sliders?